LORDS OF THE EARTH CAMPAIGN 54
"LORDS OF THEEURTH"

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How to Complete an Order Sheet
     (With much thanks to Matt Holy, whose "Anatomy of an Order Sheet" I have cheerfully and thoroughly ripped off.)

You can download the Lords 54 Order Sheet HERE.

 

This page is meant to help players use the Excel Order Sheet for Lords 54. It is specifically tailored to players in LOTE 54, other GMs will have their own preferences for orders, so always check on their individual tastes before submitting orders. The format of examples will first be a blank version of the field in question. That will be followed by a detailed list of notes for that field. Finally, a filled-out example of the field will be shown for the fictional 'Atlantean Empire' position.

In every case, you fill in the white and yellow areas; the spreadsheet calculates the grey areas. You should not enter information or alter the formulas in the grey areas unless you are familiar with Excel. It will only rarely be necessary, and in those cases, you can ask for help from me.

Update! I can't believe it's necessary for me to say this, but: 

  1. DON'T write outside the existing template.  If you need to calculate, do it on a separate sheet.  I don't want to print out (or have to edit) your private calculations.

  2. DON'T alter the width of any cell or column.  It pushes part of your orders off the right edge of the page.  See that dotted line?  No?  Good.  Yes?  That's the edge of the printed page.

 

Income and Taxes
This section tracks your income. All the necessary data will be found on your turnsheet.

Regional: Regional income figure from the turnsheet.
City: City income figure from the turnsheet.
Inter City: Inter city income figure from the turnsheet.
Public Works: Public works income figure from the turnsheet.
Trade Income: Trade income from the turnsheet.
Total Base Income: Spreadsheet derived formula.
Tax Rate: Tax rate from the turnsheet or player entered. Tax rates which are either over or under the one listed on the stats sheet should be repeated and explained in the Notes section.
Racial Modifier to Taxes: Non-human multiple from turnsheet.
Guild Modifier: Guild multiple from turnsheet.
Base NFP: NFP (not replacement NFP) from turnsheet.
Racial Modifier to NFP: Non-human multiple from turnsheet. 
Net Income: Spreadsheet derived formula.
Saved Gold: Saved gold figure from the stat sheet. 
Loans: Added by the spreadsheet from data in the "Loans and Payments" section of the order sheet, below.
Loan Payments: Subtracted by the spreadsheet from data in the "Loans and Payments" section of the order sheet, below.
Transfers Out: Subtracted by the spreadsheet from data in the "Transfers" section, below.
Agro Conversion: Added by the spreadsheet from data in the "Agro" section, below.
Mass Conscription: Usually blank.  Entered by you.
Technical Assistance: Not used in L54.
Slave NFP: Entered by you (if you have sNFP)
Total Available GP: Spreadsheet derived formula.

 


 

Support
This is two sections, Support and Agro.

Troop Support: Transfer from turnsheet.
Government Support: Transfer from turnsheet.
Espionage Support: Transfer from turnsheet.
Religious Support: Transfer from turnsheet.
Training Support: Transfer from turnsheet.
Project Support: Transfer from turnsheet. May be paid for in Gold or NFP (at the rate of 1NFP = 4 GP).

Surplus: Transfer from turnsheet.
Into GP: You may place some fraction of the Surplus here.
Into NFP: You may place some fraction of the Surplus here.
Reserve: Calculated by the Spreadsheet.
Net: Calculated by the Spreadsheet.
Transfer Out:
Calculated by the Spreadsheet.


 

Investments
This tracks the investments into national stats for the turn. You simply input the number of GP or NFP you are spending (in the apporpriate column) and the spreadsheet derives the total investment. The sheet also derives the number of Saved Gold and NFP you will have available for next turn. It takes into account all the information here, from Investments and Support, and from the Builds sections.

Do not invest in Airship or Aerial Beast QR unless the GM has said you can.

Do not invest in Dwarf or Elf QR unless you are a member of the appropriate rac.

Do not invest in Holy or Unholy QR unless the GM has said you can (only certain Primacies, Religious Orders and Secret Empires have access to this.) 

Leader Action Costs: This is where you pay for things Leaders do (Bribes, Censuses, Building relgious sites, etc.)

Intel, Religious and Magic Ops: Calculated by the Spreadsheet from data in the appropriate sections, below.

Bid for Mercenaries: Pay for mercs here.


 

Builds

This area is for listing all the other things your nation is spending resources on. Some of these items will be repeated in following sections.

Item: The Name (and Quantity) of the Build you are spending for.
Army: Which Leader is gaining any troops built.
Location: The location the build is taking place. 
YardC: The Yard Capacity cost of the Item 
GP: The Gold Cost of the Item in question.
NFP: The NFP Cost of the Item in question.

Entries into GP, NFP, and YardC must be in numbers, otherwise the fomula will be an error sequence.

 

Notice that I have deleted unused lines.  This is because I like the GM and don't want to waste his paper or toner. 

 

Notes

This section is for pretty much anything that doesn't have it's own section to go in, or any extended descriptions of items listed elsewhere (Battle plans, contingencies, etc).

 

Notice that I have altered the height of the fifth line in order to show all the text.  This was easy.  I simply right-clicked on the line number and selected "row height".  I then tripled the number found there.

 

International Transfers

Here you list and describe any transfers to other nations you are making.

To Nation: The Nation you are transferring to.
GP: The number of GP you are transferring.
NFP: The number of NFP you are transfering.
Agro: The Number of Agro you are transfering.
Via: Trade route or Leader delivering the goods to the target.
Notes: Any special notes, or anything you are transferring that isn't a resource (Maps and Rutters, MSP, Relics, Leaders and Troops, etc)

Information from this section is automatically transferred to the sections above for calculation.

 

 

New National Projects

Here you list any new National Projects your nation is undertaking.

Project Type: The type of Project (Cultivation, Megalith, Social Transformation, etc.)
GP: Initial GP Spent on the Project.
NFP: Initial NFP Spent on the Project.
YardC: Initial YardC Spent on the Project (Not Common)
Eng: How many Engineers are working on the Project (Only Modern Games)
Recr: How much Gold is being spent on Project Recruitment (Generally Modern Games only)
Location: Where the Project is taking place.
Notes: Anything special that needs to be listed.

 

 

Existing National Projects

Here you list any National Projects already in existance that you are spending resources on. Note that most national project backslide if at least 1GP and 1 NFP isn't spent on them every turn.

Project ID: The number assigned to the project by the GM.
GP: GP Spent on the Project this turn.
NFP: NFP Spent on the Project this turn.
YardC: YardC Spent on the Project this turn (Not Common).
Eng: How many Engineers are working on the Project (Only Modern Games)
Recr: How much Gold is being spent on Project Recruitment (Generally Modern Games only)
Location: Where the Project is taking place.
Notes: Anything special that needs to be listed.

 

 

New Trade Routes

Here you indicate any New Trade Routes your Nation is starting up.

From Port: What City of your nation you are starting from to calculate Distance to the other Nation.
MSP? Units: Number of MSP (if any) you are dedicating to this route.
Distance: Number of Sea Zones between your port and their port.
To Nation: Which nation you are attempting to trade with.
To Port: Which of their ports you are ending in to calculate Distance to the other Nation.

 

Notice that both Internal and International routes can be started here.

 

Existing Trade Routes

Here you indicate changes you are making to any of your existing trade routes.

Route No.: Number assigned to the route by the GM.
MSP Change: Additions or subtractions to the amount of MSP dedicated to the route.
Units Change: Some GM's use unit types instead of MSP. L54 does not, so this field can remain empty.
Base Port Change: The city which you now wish to base the MSP out of.
Other Changes: Any other changes such as Distance Changes, or Status Changes (Close Route, etc.)

 

Notice that this requires that the King or Heir perform an Interfere with Merchant Affairs (IMA) order.

 

Intelligence Operations

Here you list the INTEL Operations your Nation is taking.

Op Code: The Code for the Operation you are performing.
Bonus: The Number of Bonus Points assigned to the Operation.
GP Added: The number of GP spent as a bonus modifier to the Operation.
Target Location: What you are trying to affect with the Operation.
Notes: A description of the Operations, plus any other necessary information (Leader performing Espionage, etc.)

 

 

Assassin Operations

Here you list the Assassin Operations your Nation is taking.

Op Code: The Code for the Operation you are performing.
Bonus: The Number of Bonus Points assigned to the Operation.
GP Added: The number of GP spent as a bonus modifier to the Operation.
Target Location: What you are trying to affect with the Operation.
Notes: A description of the Operations, plus any other necessary information (Leader performing Espionage, etc.)

 

 

Magic Operations

Here you list the Magic Operations your Nation is taking.

Op Code: The Code for the Operation you are performing.
Bonus: The Number of Bonus Points assigned to the Operation.
GP Added: The number of GP spent as a bonus modifier to the Operation.
Target Location: What you are trying to affect with the Operation.
Notes: A description of the Operation, plus any other necessary information (Spell School and rank, etc.)

 

 

Religious Operations

Here you list the Religious Operations your Nation is taking.

Op Code: The Code for the Operation you are performing.
Bonus: The Number of Bonus Points assigned to the Operation.
GP Added: The number of GP spent as a bonus modifier to the Operation.
Target Location: What you are trying to affect with the Operation.
Notes: A description of the Operation, plus any other necessary information.

 

 

Loans and Banking

Here you list any new loans your nation is taking out, or any payments your nation is making on existing loans.

Loaning Nation: What Bank you are borrowing from or repaying. Most often, this will be "Internal".
Amount of Loan: The Initial Amount of GP you are Taking Out. Leave this blank if not taking out a loan this turn.
Amount Owed: The total amount to be repaid (Amount of Loan x 1.3 if Internal; x1.4 if external)
Turn Owed: Two turns after borrowed.
Amout Paid this turn: Any money you are paying on a previous loan this turn.
Amount Still owed: Amount you will owe after this turn.
Notes: Any other necessary information.

 

 

Leader Orders

This section is where you list and describe the actions your various National leaders are undertaking. 

Army No.: The number of your leader designated in your stats sheet.
Type / Ratings: The type and ratings of your leader designated in your stats sheet.
Leader Name: The name of your leader designated in your stats sheet.
Starting Troops: The number of troops your leader begins with during the turn.
Ending Troops: The number of troops your leader ends with for the turn.
Action Points: The total number of Action Points your leader has for the turn.
Left: Number of AP's the Leader has left.  Calculated by the spreadsheet.

Location:
Each City, Region, Seazone or Ocean Arrow must be listed that your leader is moving through. 
Actions: The Action Code and the Action name for the action the leader is undertaking. Extra AP & GP spent on the action should also be noted. 
APs: The number of APs spent on the action.
Notes: Any extra information regarding the action being taken. (Short descriptions, troop transfers, etc.)

There really is only one instance in which two orders belong on the same line, and that's when an army is attemping to issue both the Secret Movement and Evade orders simultaneously.  The only other simultaneous order is Have Children, and that can be safely listed on a separate line, with an AP cost of "0" (assuming that it occurs at the same time as a Rule, Govern or Administer order.

 

Note the following:

1) Row Heights were expanded to accomodate all the information on that row.

2) Where the orders were short, extaneous rows were deleted to save space.

3) Actions are listed on the same line as the region where they START.  Thus, L04 notes Movement on the same line as Atlantis, for that is where he starts the move.  The next line lists the location to which he has moved.

4) Each and every region or sea zone moved through is listed.  The GM does not need to guess or assume.

 

Field and Table Manipulation

It will oftentimes become necessary to expand a certain table to be able to enter more rows, or even delete blank rows which are not needed. For those unfamiliar (or needing a refresher) with Microsoft Excel, the following guide will help.

Adding Rows to Tables

Nations will often need more rows than are shown in the Template.. Adding Rows is very easy. First, left-click on the row number of the row you'd like copied.  In the example below, I'll choose Row 140.  Then hit Control-C to indicate that you want to copy.  Then right click and choose "Insert Copied Cells".

Don't just hit Insert.  The rows will not be properly formatted and I may refuse to process your orders.


 

Deleting Rows

Deleting is relatively straightforward as well. First, select the row or rows you wish to delete left-clicking their Row Numbers. Right-Click and select "Delete".

 

Changing Row Heights

Cells frequently contain more information than can be seen when the row is one line of type high.  This is very easy to fix. Simply Right-click on the Row Number of the row you want to Enlarge and select "Row Height".  Double, triple or quadruple the number you see there.

[GM's Note: In the Template, each standard row is 11.25 pixels high.  So learning to enter 22.5, 33.75 and 45 will save you a lot of time.]

 

Page Created 4 March, 2006
Page Last Updated 4 March, 2006